• Title/Summary/Keyword: Display Design

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Impact of Renminbi Exchange Rate Fluctuations on China's Import and Export Trade: An Analysis Based on Data from Five ASEAN Countries

  • Renhong WU;Yuantao FANG;Md. Alamgir HOSSAIN
    • East Asian Journal of Business Economics (EAJBE)
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    • v.12 no.2
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    • pp.19-28
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    • 2024
  • Purpose: In the era of global economic integration, China's doors of openness have widened, leading to increasingly frequent economic and trade exchanges between countries. Exchange rates, as a crucial economic lever for regulating foreign markets, play a vital role in the balanced development of a nation's international trade. Therefore, the relationship between exchange rate fluctuations and foreign trade has garnered widespread attention. Research design, data and methodology: This study utilizes import and export trade data between China and five ASEAN countries from 1998 to 2019. It employs regression analysis to examine the specific impact of the real effective exchange rate of the Renminbi on China's import and export trade with these ASEAN nations. Results: The empirical analysis yields the following conclusions: Firstly, the real effective exchange rate of the Renminbi exhibits a long-term stable relationship with China's import and export trade with the five ASEAN countries. Renminbi appreciation contributes to an increase in export trade volume but is detrimental to import trade. While this conclusion may deviate from classical trade theories, it aligns with the practical realities of China's foreign trade. Secondly, the coefficients before Gross Domestic Product (GDP) all display positive values, indicating that the growth of total economic demand has a stimulating effect on China's import and export trade.

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.

Spectacle and "Keeping Distance from Spectacle" in Fashion (패션에 나타난 '스펙터클' 및 '스펙터클과 거리두기')

  • Park, Ju-Hee
    • Journal of the Korean Society of Costume
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    • v.59 no.5
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    • pp.83-100
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    • 2009
  • In the 'Society of the Spectacle', Guy Debord argued that modern life was dominated by the commodity form and the false desires it engendered. He predicted in 1967 that culture would become the driving force in the development of the economy by the end of the century, He was sure when culture becomes nothing more than a commodity, it must also become the star commodity of the spectacular society. Fashion, the starriest of star commodities with its seductive fantasy approaches to the viewers occluding the commercial reality. From this point, the spectacular property of the modern fashion can be found. This study starts on the notion that the modern fashion is on the center of capitalist consumer culture and is constructed by spectacle. On this premise, the purpose of this study is analysing the attribute of 'spectacle' and 'keeping distance £Tom spectacle' in modern fashion expressed in fashion show, fashion media and fashion store. The fashion houses in the 1990s that recognised the commercial value of shock and spectacle were eager to employ young spectacularly visible named designers. They generated the publicity necessary for sales of perfume, cosmetics, bags and diffusion range of clothes through the visible fashion show and fashion media. In the fashion show and fashion media, fashion goods as the commodity both flaunts and disguises its commercial nature in spectacle. The spectacle on the fashion store is the process turning the commodity into image to arouse viewer's higher interest. In the fashion store, the appearance of the commodity such as space, display, package is considered more importantly than its 'utility value'. Meanwhile, the study also covered the innovative trial to evade the ubiquitous 'spectacle' in fashion area.

Airborne Pulsed Doppler Radar Development (비행체 탑재 펄스 도플러 레이다 시험모델 개발)

  • Kwag, Young-Kil;Choi, Min-Su;Bae, Jae-Hoon;Jeon, In-Pyung;Yang, Ju-Yoel
    • Journal of Advanced Navigation Technology
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    • v.10 no.2
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    • pp.173-180
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    • 2006
  • An airborne radar is an essential aviation electronic system of the aircraft to perform various missions in all weather environments. This paper presents the design, development, and test results of the multi-mode pulsed Doppler radar system test model for helicopter-borne flight test. This radar system consists of 4 LRU units, which include ANTU(Antenna Unit), TRU(Tx Rx Unit), RSDU(Radar Signal & Data Processing Unit) and DISU(Display Unit). The developed technologies include the TACCAR processor, planar array antenna, TWTA transmitter, coherent I/Q detector, digital pulse compression, DSP based Doppler FFT filtering, adaptive CFAR, IMU, and tracking capability. The design performance of the developed radar system is verified through various helicopter-borne field tests including MTD (Moving Target Detector) capability for the Doppler compensation due to the moving platform motion.

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Effective SoC Architecture of a VDP for full HD TVs (Full HD TV를 위한 효율적인 VDP SoC 구조)

  • Kim, Ji-Hoon;Kim, Young-Chul
    • Smart Media Journal
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    • v.1 no.1
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    • pp.1-9
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    • 2012
  • This Paper proposes an effective SoC hardware architecture implementing a VDP for Full HD TVs. The proposed architecture makes real time video processing possible with supporting efficient bus architecture and flexible interface. Video IP cores in the VDP are designed to provide a high quality of improved image enhancement function. The Avalon interface is adopted to guarantee real-time capability to IPs as well as SoC integration. This leads to reduced design time and also enhanced designer's convenience due to the easiness in IP addition, deletion, and revision for IP verification and SoC integration. The embedded software makes it possible to implement flexible real-time system by controlling setting parameter details and data transmitting schemes in real-time. The proposed VDP SoC design is implemented on Cyclon III SoPC platform. The experimental results show that our proposed architecture of the VDP SoC successfully provides required quality of Video image by converting SD level input to Full HD level image.

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A Study on the Effect of the Changes in Temporary Exhibition Spaces of Korea's National and Public Museums on the Overall Space Structure of Museum - With Reference to Syntactic Relationship between the Most Integrated Space and Exhibition Space - (국내 국.공립 박물관 기획전시공간의 변화가 전체공간구조에 미치는 영향에 관한 연구 - 뮤지엄내 위상 중심공간과 기획전시실공간의 관계를 중심으로 -)

  • Kang, Hyun-Ji;Moon, Jung-Mook
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.203-210
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    • 2012
  • Since a private museums started in Europe 17C, many private museums established for high-class people like aristocrats to collect and to keep art works and to appreciate for limited members. After the French Revolution in 18C, the publicity became an important social issue through all European regions, and the museum gradually changed into public ones. Like that, as the concept of museum changed, its social role as well as its function was also changed. The concept of collection and display or preservation changed into the concept of exhibition and appreciation featuring the publicity. With the year-round exhibition, a classical concept, the planned-exhibition, a new active concept set as an important factor for a museum's projects. The latter concept embraces new social issues. Therefore as the space for planned-exhibitions reflecting social issues every season was needed, a museum sets its planned-exhibition space with the changeability, and gradually expands this kind of space in size. It is expected that planned-exhibition spaces characterized as the changeability may give some changes on the flow of a museum's overall space, and may have substantial influences on the flow. To recognize the changes in a planned-exhibition space's influence on the museum, this study selected some national, public museums having the planned-exhibition space, and investigated their influences on each museum's overall space structure through the analysis on space syntax. This study assumed the change of planned-exhibition space as the changes in the number of convex spaces, and measured it. And to understand the planned-exhibition's changes on a museum's overall spaces, such changed assumed as the numeric changes in convex spaces and measured them. In addition, the numeric changes's influence on the overall space structure was analyzed by measuring the overall space's average integration level. Through the above two factors, the 3 research methodologies and analyzed results were drawn out.

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A Study on the Eco-Friendly Spatial Images of Ecological Museum - Focus on the Vocabulary Evaluation - (생태전시관의 친환경 공간 이미지에 관한 연구 - 어휘평가를 중심으로 -)

  • Oh, Ji-Young;Park, Hey-Kyung
    • Korean Institute of Interior Design Journal
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    • v.21 no.1
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    • pp.220-227
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    • 2012
  • After The Ramsar Convention took place in Korea in 2008, public interest in environment heightened, and the government has been allocating its budget for conserving our environment. Therefore, the present study focuses on eco-friendly spatial images particularly shown in ecological museums in Korea which recognizes the value of the environment and the ecology and tries to both protect them and alert people about it. The purpose of this study is proving what consist of eco-friendly spatial images by analyzing the expressive word of eco-friendly images and the image of space, providing a basic data for future space planning of ecological museums. To do this, the present study proceeds in three steps. First of all, the base of research in analyzing stage is firmly established by grasping general theories and terms regarding spatial image. As a second step, the composition and the characteristics of exhibition is clarified through on-spot investigation to provide comparative data for spatial image assessment in the future. Also through this step, we could understand how the exhibits are designed currently. In the last stage of research, expressive words regarding eco-friendly spatial images are extracted and used to analyze the spatial image of ecological museums. And the following three conclusions is deduced. First, the expressive words of eco-friendly spatial image that are extracted are as following: "healthy", "coexisting", "clean", "blending", "warm", "soft", "lively", "pure", "cool", "fresh ", "comfortable", "relaxed", "mild", "free", "harmonious", and "healing". As the second conclusion, color, and material, the formation which is an architectural factor did not have a great impact on forming eco-friendly image, but the color and the material did. The third conclusion was that the display with natural aspects actively utilized increased eco-friendly spatial image.

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Development of On-In-One Web Solution for Technology Marketing (기술마케팅을 위한 On-In-One 웹 솔루션 개발)

  • Choi, Ssang-Yong;Kim, Dong-Sub;Park, Sun-Seong;Kim, Won-Ju;Choi, Si-Woong;Hwang, Seung-Gook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.2
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    • pp.99-104
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    • 2016
  • This paper aims to develop the One-In-One web solutions that can work in PC, tablet, notebook, and smart phone depending on the flow of the ICT times to promote the marketing of the technology. The characteristics of this web solutions can be used to a image viewer system of 3D array type for PC, tablet, notebook, and smart phone. It is implemented in the design of 3D display slide show type. And it is developed an image viewer system, which enables users to use by utilizing the links manner ICT base required by each channel of the image. This is the 3D photo viewer PR solution developed in the way that anyone can use easily without the knowledge of programming in various areas such as public relations, business, and education.

Carol Christian Poell's Art Works from a Fluxus Perspective -Focused on the Comparison with Nam June Paik's Performance- (플럭서스 관점에서 본 캐롤 크리스찬 포엘(Carol Christian Poell)의 작품세계 -백남준의 퍼포먼스와의 비교를 중심으로-)

  • Hong, Junyoung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.296-309
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    • 2020
  • Carol Christian Poell is a designer famous for experimental designs and presentations. Poell's actions in the fashion-world resemble Fluxus, an anti-art group that started working in the 1950s. This study analyzed the works of Poell based on the characteristics of Fluxus and then compared the works of Poell with the performance of Nam June Paik, a Fluxus artist. We conducted literature studies and case studies. We examined the works of Poell and Paik based on the four characteristics of Fluxus: iconoclasm, unity of art and life, playfulness and chance. The results were as follows. First, they were engaged in anti-aesthetic works. While Paik concentrated on the content aspect of works, Poell was more focused on formal aspects. Second, neither of them distinguished between art and life. Paik achieved it by including audiences in his works; however, Poell attained it by adopting daily spaces as a place to display presentations and use ready-made forms. Third, they showed playfulness with a satirical nuance. Paik expressed it in an erotic way; however, Poell implied it through the irrational settings of circumstance. Finally, they created works by utilizing chance. Paik focused on auditory elements and the content aspects of works; however, Poell used the coincidence of visual and tactile elements when creating his works. This study compared the works of Poell with Paik and has its significance in its usefulness to understand designers with Fluxus characteristics in the fashion industry.

Displaying game screen with same aspect ratio in various resolution of mobile devices (다양한 해상도의 모바일 기기에 대한 동일 비율 게임 화면 출력)

  • Jung, InHoo;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.99-110
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    • 2016
  • This paper proposes the adaptive way that intended screen applies the same proportion of the game screen to mobile devices having various resolution. Generally speaking, clipping is the way to show only part of screen with designated proportion and is widely used in game industry. It costs additionally because developers make game screens fit various resolutions. However, the proposed method of this study saves developing time and cost if automatically calculated output is possible according to designated screen proportion and devices' aspect ratio. This suggested algorithm makes it possible to display game screen in same proportion automatically to various resolution and the mini-map is automatically fixed regardless of the mobile devices' resolution.